Killzone Kid – User talk
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I agree, they mostly get the "nul" from others people's scripts, but does that justify the persistence of this in the BIKI? My point remains, it's still advertising bad coding behaviour. At least, as a compromise, we could remove the "nul = " there so anyone reading it - no matter how few people it might be - doesn't get a wrong idea. The page won't get worse than its current stage, will it? | I agree, they mostly get the "nul" from others people's scripts, but does that justify the persistence of this in the BIKI? My point remains, it's still advertising bad coding behaviour. At least, as a compromise, we could remove the "nul = " there so anyone reading it - no matter how few people it might be - doesn't get a wrong idea. The page won't get worse than its current stage, will it? | ||
== Alright == | |||
Alright, thinking about it for a minute - accepted. But isn't there a better way of communicating with you than this here or the forums' messages? |
Revision as of 00:42, 6 July 2015
Not important, but nice to know
Hi. I'm just wondering (and Google didn't help) what "sqf" stands for; do you know? Fred Gandt (talk) 04:03, 23 March 2014 (CET)
[14:44] Karel Mořický: SeQuence Script SeQuence Function
--KK
- Thanks KK. My OCD is sated :-) Fred Gandt (talk) 01:28, 25 March 2014 (CET)
Sorry to butt in uninvited. My understanding is SQS = "Status Quo Sequence (or maybe Script?)" (SQS was originally only intended for controlling the camera during cutscenes), SQF = "Status Quo Function", SQM = "Status Quo Mission", SQC = "Status Quo Campaign". "Status Quo" was the original working title for "Operation Flashpoint", and like the game engine, the file types date back that far. I don't have any sources though. Cheers :) --Ceeeb (talk) 04:31, 25 March 2014 (CET)
- I'm not sorry you butted in Ceeeb :-) I like information \o/ Legacy stuff can often seem to make little sense after some years have gone by. I have "Pictures of Matchstick Men" as an earworm now! Cheers! Fred Gandt (talk) 04:41, 25 March 2014 (CET)
Ceeeb makes a lot of sense, I'm sorry I haven't been with Arma since OFP but I believe him. I'd call Some Quality [insert a letter] if it was for me :) --KK
- The first scripting language I learned was LSL which I came to wish was built
betterdifferently, and am now thinking of what those letters could have stood for on a rough day. I think "Lousy Sodding Language" would sum it up quite well, but in all honesty I owe that shoddy mess a great deal, as it introduced me to programming and development. - I can't help but think that Karel probably knows what he's talking about even though "Status Quo *" makes a lot of sense. In the long run, it doesn't really matter, but - it's nice to know :-) Fred Gandt (talk) 17:52, 25 March 2014 (CET)
Request for comment
At Village_Pump_(proposals)#Interlinking_via_.22See_Also.22 -- Fred Gandt (talk/contribs) 15:32, 11 April 2014 (CEST)
BIS_fnc_addDocumentation
Is there a reason beyond "because no one has done it yet" why the BIS_fnc_* funcs are not thoroughly documented here? -- Fred Gandt (talk/contribs) 02:11, 13 April 2014 (CEST)
- My guess would be that each BIS_fnc_ contains header comment with function description and is available from debug console in game. --KK
- The issue came to light in chat on the Skype group for scripting, regarding a "how to" question, which revealed the lack of documentation.
- I'm assuming that since there's a list of available functions and a few have their own page's, that it would be considered an acceptable use of resources to document the rest for ease of access?
- If for no other reason, interlinking would prove useful; all the documentation in one place.
- Can you see any reason to not go ahead with adding the rest? I can add the task to my list of things to do (expanding rapidly) >.O -- Fred Gandt (talk/contribs) 22:34, 13 April 2014 (CEST)
- I am nobody so you don't have to consult with me on what you want to add. --KK
- You have made a lot of effort on this Wiki, YouTube, and your own site to help people understand and do more. You're not nobody :-)
- I may not have to consult, but I'm new here, and I'd consider it impolite to just storm on in and shake things up. Collaboration requires a little humility.
- That said, I have noted that {{Function}} exists and is in use already, so I guess it's there for a reason! I'll get on it as time allowed. Obviously being followed around will be appreciated. My main reason for being here is to learn, and although I'm keen on improving the Wiki, I know little about the Arma platform at this time, so lack a lot of technical knowledge about it.
- BTW - I've got a fairly radical idea about how to improve the "See Also" sections around the Wiki, and if it works (demo to follow) it could save a lot of time and mess, but it is quite radical, and would change the way things are done and look.
- It's exactly that sort of change I wouldn't feel good about trying to shoehorn in without community support. -- Fred Gandt (talk/contribs) 02:09, 14 April 2014 (CEST)
- I am nobody so you don't have to consult with me on what you want to add. --KK
createUnit
Hiya!
Thanks for setting me straight about the units, you were right about them spawning at [0,0,0]. I still think it might be beneficial to include when the value does default to [0,0,0] in the article? I would happily remove the bit about no units spawning.
Thanks :) ZamboniBambino (talk) 20:25, 7 May 2014 (CEST)
- Not sure this is related to the createUnit. position objNull is [0,0,0] and player on the server is objNull.
- Perhaps not, but position is related to createUnit in some way. Would it be useful to add it somewhere ? Or would you consider it to be useless? ZamboniBambino (talk) 22:48, 7 May 2014 (CEST)
- Not quite sure what you want to say, that position [0,0,0] will spawn unit in rhe water? I thought this was obvious. That position objNull is [0,0,0], then it is not like you *always* pass position as position player to the unit creation. If you really want to add something not quite relevant to createUnit page, it is generally accepted to use talk page https://community.bistudio.com/wiki/Talk:createUnit people read that stuff too.
- Hmm, I don't think I'm getting anywhere. I only wanted to suggest that if a person passes objNull, the position is [0,0,0]. I didn't say that you would always pass that position, or the player's position to the createUnit function. I think in expectation of it being useless to most, i'll just leave it. ZamboniBambino (talk) 23:07, 7 May 2014 (CEST)
- Not quite sure what you want to say, that position [0,0,0] will spawn unit in rhe water? I thought this was obvious. That position objNull is [0,0,0], then it is not like you *always* pass position as position player to the unit creation. If you really want to add something not quite relevant to createUnit page, it is generally accepted to use talk page https://community.bistudio.com/wiki/Talk:createUnit people read that stuff too.
- Perhaps not, but position is related to createUnit in some way. Would it be useful to add it somewhere ? Or would you consider it to be useless? ZamboniBambino (talk) 22:48, 7 May 2014 (CEST)
Arma_3_CfgWeapons_Weapons and "srifle_DMR_01_DMS_snds_F"
Hey, saw you had undone my change to Arma_3_CfgWeapons_Weapons. I've just tested the addWeapon command on both "srifle_DMR_01_DMS_snds_F" and "srifle_DMR_01_DMS_pointer_snds_F" and only the second produces a result for me. However the first doesn't throw any script error out.
I also manually used BIS_fnc_exportCfgWeapons with the "weapon" parameter and it still says that the class name is "srifle_DMR_01_DMS_snds_F". Were you testing on the dev branch or did you simply look for a script error? I'm quite puzzled as to where the discrepancy is here. SilentSpike (talk) 02:28, 12 June 2014 (CEST)
- I tested on latest dev --KK
- I just tested with isClass and it came back false. However I'm on stable, would you mind giving the below code a go? It seems like there could be an issue with BIS_fnc_exportCfgWeapons.
systemChat format ["%1",isClass (configfile >> "CfgWeapons" >> "srifle_DMR_01_DMS_snds_F")];
- got true on todays dev build
- Thanks! Confused as to why the function gives me a false class name on my build, but I'll just assume it's magic and hope the problem goes away in a future update for now.
- got true on todays dev build
I thought you might want to weigh in on my recent question over here since you've substantially contributed to the Description.ext page. --SilentSpike (talk) 13:06, 19 August 2014 (CEST)
DeleteVehicleCrew
https://community.bistudio.com/wiki?title=deleteVehicleCrew&curid=16578&diff=85271&oldid=83298
What kinda note is that? :P Don't really understand your point there since you're using a completely different command but then use the correct syntax of the actual command.-- Tryteyker-
- Not sure why you are having problem with my note. You could delete crew with deleteVehicle, since forever. Did we need another command for it? I don't know. So I compared them. The difference I noticed is in that note.--KK
- Not having a problem with it, just didn't see the point in it exactly. but yeah I guess having a more direct command is always good in a sense.--Tryteyker- (talk) 21:19, 13 October 2014 (CEST)
- Not sure why you are having problem with my note. You could delete crew with deleteVehicle, since forever. Did we need another command for it? I don't know. So I compared them. The difference I noticed is in that note.--KK
(in)valid commands inside a "count" loop
I hope you know that I wouldn't write something into the Wiki, which I haven't tested before. So I'd like to clearify this.
I'm running the latest "stable" version of ArmA 3, which is 1.32.127785 and I know you run the dev branch, so I don't know if that coincidently matters regarding this issue.
Just when I was formulating my addition to the "forEach vs count" section of the Code Optimisation article, I tested the following code in the debug console of the ingame editor:
_array = ["1", 2, 3, "4", "5", 6, "7", 8, 9, 10];
{
_array deleteAt 2;
// _array pushBack "11";
} count _array;
hintSilent format ["%1", _array];
You may also uncomment the pushBack line and delete the deleteAt line, the result will be the same.
I just tried it once again as sort of the ultimate foolproof test, but nothing was different (obviously). It doesn't matter if I take "_array" or another array inside the "count _array" loop, the error message is the same:
Error in expression <2, 3, "4", "5", 6, "7", 8, 9, 10]; {{diag_log _x} count _array; } count _>
Error position: <diag_log _x} count _array; } count _>
Error Typ Zahl, erwartet Bool
... where "Typ Zahl, erwartet Bool" (German) means "Type Number, expected Bool", guess you figured that out. "Number" is whatever data type _x has, but "expected Bool" is what the compiler throws whenever I use an invalid command inside a "count" loop.
So I'd like you to tell me if the very same code I posted here works for you and if so, please tell me your startup parameters.
I'm starting my arma3.exe using a batch file to start it with high CPU priority. This is it:
start /HIGH arma3.exe -noSplash -noPause -showScriptErrors -enableHT -maxMem=2047 -maxVRAM=2047 -window
Kind regards, Johnny
- Perhaps this ticket will shed some light for you: http://feedback.arma3.com/view.php?id=21154 --KK
- OK, I understand. But how far does that affect my assertion? Which applies to "pushBack" also applies to "count" as you can do the same thing there:
_array = ["1", 2, 3, "4", "5", 6, "7", 8, 9, 10]; {0 = {diag_log _x} count _array} count _array;
- So where is the justification to say that a nested count loop does not work while pushBack and deleteAt do? --Johnny
- I'm sorry, but I don't understand, what is the problem here. count expects boolean, you return number, hence the error -> bool expected but found number. You added to biki that pushback and deleteat therefore dont work. I removed it because they do work when you do it the right way, and that is you have to return boolean or nothing. --KK
- As for nested business, I think this was a reference to safely nesting _x rather than not being able to tun loop inside loop. I rechecked it and _x behaves just like with foreach. I'm going to remove that. --KK
- Thanks, that "nested business" half sentence was all I was talking about. :)
- No probs, I couldn't quite understand it at first :) --KK
- Thanks, that "nested business" half sentence was all I was talking about. :)
Quit loop at first fulfilled condition
Hi,
I just read your note in the count article. Do I get it right that the only difference between your and my code is that you don't have the false at the end of the condition?
So do I get it right that it's not even necessary to put a false in there. A nothing does also make the count not count the element?
-- Johnny
setDir note
- Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding (dev change log)
I'm not sure if you saw the dev notes from jan 6th about setDir; sounds like its fixed, can you confirm?
- Havent tested with ai but it did not fix no collision Killzone Kid (talk) 20:46, 8 January 2015 (CET)
Arma 3 Dedicated Server#CONFIG_server.cfg
• onDifferentData: The ArmA: Server Side Scripting page says that it is no longer supported, and it doesn't even appear in the game EXEs, unlike the other ones, which proves beyond reasonable doubt that it has been removed.
• requiredBuild: The extremely specialized use of this parameter does not hold enough importance to keep it in the config example, especially when compared to other unfeatured parameters. Plus, the server.cfg page says that it can only enforce the server's own build number.
--AgentRev 00:24, 16 January 2015 (CET)
- Yeah ok, onDifferentData maybe useless, but I swear when I added kick (_this select 0) it kicked me on joining. As for requiredBuild, I generally think removing it completely is bad, because someone might need to use it with dev version of the game. I remember it was very useful with A2AO betas. Killzone Kid (talk) 02:01, 16 January 2015 (CET)
- requiredBuild is a dev option, but the config example is intended for general servers and ideally should be kept as simple as possible. If you're messing with dev stuff, you're already far ahead of the majority of server owners; wouldn't you be knowledgeable enough to be aware of the option in the first place, or be aware of where you can find documentation about server options, thus not requiring it to be included in the example? --AgentRev 12:13, 17 January 2015 (CET)
- If you want to make that page a sort of simplified streamline server installation guide for masses I have no problem with that, just make sure you include links to more advanced stuff from that page otherwise there is a risk to lose some of the useful knowledge. Killzone Kid (talk) 12:40, 17 January 2015 (CET)
- I'm not looking to redo the whole page (if anything I would rather use such time to build a page for BE filters instead lol), I just wanted to tidy up the config example. --AgentRev 03:40, 18 January 2015 (CET)
- If you want to make that page a sort of simplified streamline server installation guide for masses I have no problem with that, just make sure you include links to more advanced stuff from that page otherwise there is a risk to lose some of the useful knowledge. Killzone Kid (talk) 12:40, 17 January 2015 (CET)
- requiredBuild is a dev option, but the config example is intended for general servers and ideally should be kept as simple as possible. If you're messing with dev stuff, you're already far ahead of the majority of server owners; wouldn't you be knowledgeable enough to be aware of the option in the first place, or be aware of where you can find documentation about server options, thus not requiring it to be included in the example? --AgentRev 12:13, 17 January 2015 (CET)
- Yeah ok, onDifferentData maybe useless, but I swear when I added kick (_this select 0) it kicked me on joining. As for requiredBuild, I generally think removing it completely is bad, because someone might need to use it with dev version of the game. I remember it was very useful with A2AO betas. Killzone Kid (talk) 02:01, 16 January 2015 (CET)
AddAction changes undo
Hi KK, As you did remove my changes for the AddAction site because they made no sense to you I will explain what my intention was: I added a ":" after the parameter because it's just like that on every other site here in the wiki... And apart from just upholding "traditions" it's even more important for myself because I am currently working on a program which gathers the syntax of all the available ArmA commands to develop a plug in for eclipse (-> that will include syntax highlighting, code completion and most importantly a live parser which will look for syntactical errors during the writing of the code). The point now is that my program need these ":" after the parameter name to identify them as such and then be able to overwrite the variables (the names of the parameter) in the actual syntax. And seeing that I hope you can understand why I did that and it would be great if I would be allowed to keep the ":" after the parameter names :)
Best regards Krzmbrzl00
I did it only on those three because the other arguments are optional which means that columns are after the (optional) tag (again that is something I discovered through the complete wiki) What do you mean by formatting the site? What's wrong with it? :)
Greetings
- Personally to base you parser on colon or not colon you are asking for trouble in the future especially on biki where anything can change at any time especially page presentation. But this is beside the point. Not sure where you got the idea that only main arguments have colons, look at drawIcon3D for example. Also what I was trying to tell you that addAction is not proper format and might change. Killzone Kid (talk) 07:06, 15 April 2015 (CEST)
Ah okay now I understand ^^ I actually haven't noticed yet that there are some optional parameter marked like that... So thanks for that. Looks like I have to modify my parser a bit to handle those ^^
Server exec Icon
Ok, so I have added exec icon functionality. see setFog array. I am not sure if the category name I chose is 100% suitable. The same goes for the mouse over text/ tool tip. let me know if you have any suggestions. --Benargee (talk) 23:13, 4 May 2015 (CEST)
nul vs. _scriptHandle
Well, I guess you know yourself how annoying it having to tell people over and over again that "nul" is a global variable like every other. So why keep this "bad smell" in the very first source of SQF starters and encourage bad coding behaviour?
At least, it would be reasonable to make it more self explanatory or omit it completely, but in my opinion, leaving the "nul" there is not good.
nul vs. _scriptHandle - vol. 2
I agree, they mostly get the "nul" from others people's scripts, but does that justify the persistence of this in the BIKI? My point remains, it's still advertising bad coding behaviour. At least, as a compromise, we could remove the "nul = " there so anyone reading it - no matter how few people it might be - doesn't get a wrong idea. The page won't get worse than its current stage, will it?
Alright
Alright, thinking about it for a minute - accepted. But isn't there a better way of communicating with you than this here or the forums' messages?